Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Wanderer |
Level / Exp | 50 / 147% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 31 (base 12) |
Dexterity | 27 (base 23) |
Constitution | 35 (base 30) |
Magic | 153 (base 65) |
Willpower | 76 (base 60) |
Cunning | 94 (base 60) |
Resources
Mana | 664/664 |
Life | 1675/1675 |
Insanity | 0/100 |
Equilibrium | 5000 |
Vim | 191/191 |
Steam | 100/100 |
Positive | 177/177 |
Stamina | 382/382 |
Psi | 36/36 |
Healing Factor | 1.3916660017317 |
Regeneration | 24.213798396616 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +54% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -991 |
Infravision | 20 |
See Stealth | 82.761670570012 |
See Invisible | 96.761670570012 |
Stealth | 64 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 78 |
Accuracy | 60 |
Crit Chance | 40% |
APR | 23 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 112 |
Crit Chance | 58% |
Speed | 1 |
Offense: Mind
Mindpower | 82 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +110% |
Physical | +25% |
Nature | +27% |
Blight | +37% |
Arcane | +27% |
Cold | +24% |
All | +15% |
Offense: Damage Penetration
Acid | +62% |
Light | +42% |
Mind | +92% |
Fire | +67% |
All | +42% |
Defense: Base
Armour (hardiness) | 33.916958600899 (48.304188961773%) |
Defense | 97 |
Ranged Defense | 99 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 60 |
Mental Save | 66 |
Defense: Resistances
Acid | + 43%( 70%) |
Arcane | -1%( 40%) |
Cold | + 45%( 80%) |
All | + 22%( 70%) |
Lightning | + 61%( 80%) |
Temporal | + 46%( 70%) |
Darkness | + 38%( 80%) |
Fire | + 71%( 80%) |
Nature | + 52%( 80%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Confusion Resistance | 100% |
Stun Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 70% |
Blind Resistance | 44% |
Inscriptions (6/6)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 724 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 238 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 10 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 657 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 75 up to 10 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Corruption / Scourge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Madness | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Psionic / Charged mastery | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Psionic / Nightmare | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Ambush | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Marksmanship | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Chant of Fortitude |
talent | Stealth |
talent | Shattered Mind |
talent | Chemical Grenade |
talent | Tale of Destruction |
talent | Daunting Presence |
talent | Dreamforge |
talent | Forge Shield |
talent | Heartstart |
talent | Elemental Harmony |
talent | Premonition |
talent | Bone Shield |
talent | Beyond the Flesh |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 7.1 and stamina regeneration by 1.7. Soothing Darkness |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 40% and triggers a radius 8 conal explosion dealing 33% steamgun damage. 3 stacks remaining. Reactive Armor |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 22. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed mummified bone. * You've found the needed green worm. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within13 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)5.0 Encumbrance T5 staff 1H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+7 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour) 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 Disarm Resist +100% other ------- Talents +5 Iron Grip Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Effective talent level: 5.0 Power cost 22 out of 25/25. Range 3 Cooldown: 18 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 178% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Light source | alchemist's lamp 'Eilinavea' alchemist's lamp 'Eilinavea' 0.0 Encumbrance T3 lite [Random Unique] Arcane/Master While equipped: Stats +10 Mag offense ------ Spellpower +7 (+1 eff.) Damage +20% darkness Ignore resists +7% all Ignore Armor +10 When Hit 16 fire defense ------ Resistance +8% fire other ------- Light +3 Infravision +11 See Invisibility +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour) 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: Stats +10 Cun offense ------ Mind Crit +10% Spellpower +10 (+2 eff.) Mindpower +15 (+3 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save +5 (+1 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
On feet | Glimmerbreeze the pair of drakeskin leather boots (0 def, 5 armour) Glimmerbreeze the pair of drakeskin leather boots (0 def, 5 armour) 2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Mag offense ------ Damage +12% arcane When Hit 4 acid 6 light 2 blight defense ------ Armor +5 Resistance +15% fire +9% cold Stealth +8 Silence Resist +100% Confus Resist +100% Stun Resist +89% other ------- Mana/turn +0.12 Mana-on-crit +2.00 Talents +4 Moss Tread A pair of boots made of leather. |
Tool | Turekor the Chilljam [power 44] (17 cooldown) Turekor the Chilljam [power 44] (17 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +6 Mag +3 Wil offense ------ Spellpower +30 (+5 eff.) Damage +9% cold Ignore Shields +30% other ------- Vim-on-crit +2.00 Max mana +60.00 Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | stralite ring 'Hellswift' stralite ring 'Hellswift'0.1 Encumbrance T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Cun offense ------ Move Speed +22% Ignore resists +20% acid +25% fire +25% mind Accuracy +11 (+3 eff.) defense ------ Defense +31 (+6 eff.) Resistance +12% acid Blind Resist +44% other ------- Infravision +6 See Stealth +21 See Invisibility +21 Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 3.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
On fingers | Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Ethereal Form You have set the ring to grant you Ethereal Form! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | Viletreason the voratun amulet Viletreason the voratun amulet0.1 Encumbrance T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +9 Mag offense ------ Critical power +15.00% Spellpower/crit +11 Damage +12% nature defense ------ Resistance +12% nature Healmod +30% Cut Resist +80% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% Heal: Puts all charms on 30 turn cooldown Effective talent level: 3.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 510 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | dragonbone bonestaff 'Ulfadil' (30-36 power, 6 apr, darkness element) dragonbone bonestaff 'Ulfadil' (30-36 power, 6 apr, darkness element) 5.0 Encumbrance T5 staff 1H weapon [Rare] Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +9% Mind Crit +3% Critical power +20.00% Physical Power +15 (+4 eff.) Spellpower +25 (+4 eff.) Mindpower +30 (+6 eff.) Damage +30% darkness Ignore resists +25% mind Accuracy +13 (+3 eff.) defense ------ Mind save +9 (+2 eff.) other ------- Mana/turn +5.00 Hate-on-crit +5.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
Around waist | Corpserock the drakeskin leather belt Corpserock the drakeskin leather belt 1.0 Encumbrance T5 belt armor [Rare] Master While equipped: Stats +8 Cun +7 Wil offense ------ Against +31% Summoned When Hit 8 acid 6 light On-Hit (Melee): * 20% chance to slow global speed by 73% * 20% chance to reduce armor by 53% defense ------ Fatigue -20% Resistance +6% nature +15% acid Resist Against +43% Summoned other ------- Encumbrance +50 Light +3 A belt that goes around your waist. |
In off hand | Temporal Rift (8 def, 4 armour, 325 block) Temporal Rift (8 def, 4 armour, 325 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 40 [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+2 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+5 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour) 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +50% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Max Resistance +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Stun Resist +50% Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 43 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Main armor | Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour) 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+3 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Life Regen +10.00 Poison Resist +70% Disease Resist +70% Cut Resist +70% Carrion Feet: Effective talent level: 4.5 Power cost 13 out of 20/20. Range 9 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
medical injector implant of the sneak (efficiency 191% / cooldown 60%) medical injector implant of the sneak (efficiency 191% / cooldown 60%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 191% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 164% / cooldown 98%) medical injector implant of the warrior (efficiency 164% / cooldown 98%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 164% efficiency and cooldown mod of 98%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 270% / cooldown 88%) medical injector implant of the wizard (efficiency 270% / cooldown 88%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 270% efficiency and cooldown mod of 88%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 257% / cooldown 51%) medical injector implant of the wizard (efficiency 257% / cooldown 51%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 257% efficiency and cooldown mod of 51%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 16) steam generator implant of the psychic (steam 16)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.2 steam per turn. Can be activated for an instant burst of 81 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 15) steam generator implant of the sneak (steam 15)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 30 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.1 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18) steam generator implant of the sneak (steam 18)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 20 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.6 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 18) steam generator implant of the sneak (steam 18)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 21 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.7 steam per turn. Can be activated for an instant burst of 89 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 20) steam generator implant of the wizard (steam 20)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 26 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 19.5 steam per turn. Can be activated for an instant burst of 98 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 21) steam generator implant of the wizard (steam 21)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 31 Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 20.7 steam per turn. Can be activated for an instant burst of 104 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18) Primal Infusion (affinity 20%; reduction 3; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 20% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the sneak (heal 285; cd 12) healing infusion of the sneak (heal 285; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 285 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 466; cd 11) healing infusion of the wizard (heal 466; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 466 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the wizard (heal 470; cd 15) healing infusion of the wizard (heal 470; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 470 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -671; dur 6; cd 27) heroism infusion of the psychic (die at -671; dur 6; cd 27)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 27 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -671 life. The duration and life will increase by 1% for every 1% life you have lost (currently 671 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -1006; dur 5; cd 35) heroism infusion of the wizard (die at -1006; dur 5; cd 35)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 35 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -1006 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1006 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -1409; dur 8; cd 28) heroism infusion of the wizard (die at -1409; dur 8; cd 28)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -1409 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1409 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 498; 14 cd) regeneration infusion of the titan (heal 498; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 498 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 917; 13 cd) regeneration infusion of the wizard (heal 917; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 917 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 1000; 15 cd) regeneration infusion of the wizard (heal 1000; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1000 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 59%; mental, magical; dur 4; cd 11) wild infusion of the wizard (res 59%; mental, magical; dur 4; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 59% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1094 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
acid wave rune of the duelist (damage 128; dur 4; cd 17) acid wave rune of the duelist (damage 128; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 127.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 149; dur 4; cd 19) acid wave rune of the warrior (damage 149; dur 4; cd 19)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 149.11 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 9; phase 30; cd 11) blink rune of the psychic (range 9; phase 30; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 9 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 7; phase 26; cd 13) blink rune of the sneak (range 7; phase 26; cd 13)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 13 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 610% over 10 turns; mana 30; cd 17) manasurge rune (regen 610% over 10 turns; mana 30; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 610% for 10 turns (480 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 479; dur 6; cd 18) shielding rune of the sneak (absorb 479; dur 6; cd 18)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 479 damage for 6 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 838; dur 5; cd 15) shielding rune of the wizard (absorb 838; dur 5; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 838 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
3 schematic: Acid Groove 3 schematic: Acid Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Air Recycler 4 schematic: Air Recycler0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Alchemist's Helper schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Antimagic Shell 2 schematic: Antimagic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Armour Reinforcement 7 schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Back Support 4 schematic: Back Support0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Black Light Emitter schematic: Black Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Botanical Shell 2 schematic: Botanical Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Corrosive Shell 7 schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Crystal Plating 3 schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Deflection Field 2 schematic: Deflection Field0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Explosive Shell 4 schematic: Explosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fiery Salve 3 schematic: Fiery Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flare Shell 2 schematic: Flare Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Flash Powder 4 schematic: Flash Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Focus Lens 5 schematic: Focus Lens0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Galvanic Retributor 2 schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap 4 schematic: Grounding Strap0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Hook Shell 3 schematic: Hook Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Iron Grip 5 schematic: Iron Grip0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Itching Powder 3 schematic: Itching Powder0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Kinetic Stabiliser 5 schematic: Kinetic Stabiliser0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Lightning Coil 5 schematic: Lightning Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Mental Stimulator 3 schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Moss Tread 5 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Poison Groove 4 schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor 3 schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
8 schematic: Razor Edge 8 schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Rocket Boots 3 schematic: Rocket Boots0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Rustproof Coating 2 schematic: Rustproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Saw Projector 7 schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Saw Shell 3 schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Second Skin 3 schematic: Second Skin0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Touch 3 schematic: Shocking Touch0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spike Attachment 5 schematic: Spike Attachment0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Spring Grapple 6 schematic: Spring Grapple0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
9 schematic: Steamsaw 9 schematic: Steamsaw0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Thunder Grenade 4 schematic: Thunder Grenade0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Thunderclap Coating schematic: Thunderclap Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Cannister Launcher schematic: Toxic Cannister Launcher0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Toxic Shell schematic: Toxic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Viral Injector 5 schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Needlegun 2 schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic Sentry0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Voltaic Shell 3 schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Water Salve 3 schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: White Light Emitter schematic: White Light Emitter0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Winterchill Edge 2 schematic: Winterchill Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 Encumbrance tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Blind Resist +100% other ------- See Invisibility +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 51 power out of 60/60 The evilness of undeath radiates from this amulet. |
Earthen Beads Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 3.5 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 479 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Islybeth the Radianceking Islybeth the Radianceking0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +1 Dex +1 Con defense ------ Resistance +12% light other ------- Infravision +1 Amulets make your neck look great! |
Shard of Insanity Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+1 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+9 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
enraging steel amulet of the eclipse enraging steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: offense ------ Physical Power +6 (+2 eff.) Combat Speed +10% On-Hit 7 light 7 darkness Damage +6% physical +8% light +6% darkness When Hit: * 6% chance to reduce damage dealt by 35% * 7% chance to blind Amulets make your neck look great! |
mindweaver's steel amulet of manastreaming mindweaver's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil offense ------ Mindpower +5 (+1 eff.) Spellpower/crit +3 defense ------ Mind save +6 (+2 eff.) Confus Resist +11% other ------- Mana/turn +0.15 Max mana +20.00 Amulets make your neck look great! |
protective voratun amulet of vision protective voratun amulet of vision0.1 Encumbrance T5 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Armor +5 Defense +8 (+2 eff.) Max Resistance +7% all Physical save +23 (+12 eff.) Blind Resist +34% other ------- Infravision +5 Sight +2 See Invisibility +13 Amulets make your neck look great! |
restful copper amulet of strength (+2) restful copper amulet of strength (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str defense ------ Fatigue -4% Life Regen +1.00 Amulets make your neck look great! |
stabilizing copper amulet stabilizing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +21% Amulets make your neck look great! |
steel amulet 'Runimadig' steel amulet 'Runimadig'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Cun defense ------ Resistance +6% cold +6% fire +5% arcane +16% temporal Blind Resist +11% Pinning Resist +22% Knockbk Resist +25% other ------- Infravision +3 Sight +2 See Invisibility +5 Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Gliriaba the Frozenpall Gliriaba the Frozenpall0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +8 Cun +6 Wil offense ------ Mind Crit +5% Damage +15% darkness Ignore resists +15% mind When Hit 10 cold defense ------ Resistance +30% darkness Rings make your fingers look great! |
Glory of the Pride Glory of the Pride0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+3 eff.) Damage +8% physical Accuracy +10 (+2 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+21 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Salydatira Salydatira0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Cun +5 Mag offense ------ Spell Crit +4% Spellpower +10 (+2 eff.) defense ------ Defense +30 (+5 eff.) Spell save +6 (+1 eff.) Stun Resist +20% other ------- Mana-on-crit +2.00 Max mana +100.00 Rings make your fingers look great! |
Sunbringer the steel ring Sunbringer the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +10% light On-Hit (Melee): * 20% chance to reduce armor by 53% defense ------ Resistance +6% acid +3% light +27% lightning Life +26.00 Disarm Resist +26% Pinning Resist +21% Knockbk Resist +28% other ------- Light +1 Rings make your fingers look great! |
copper ring 'Bozilatochik' copper ring 'Bozilatochik'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil offense ------ Physical Crit +1.0% Damage +6% mind defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
copper ring 'Tideseam' copper ring 'Tideseam'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% acid When Hit 8 cold defense ------ Resistance +28% acid +3% fire +9% cold Rings make your fingers look great! |
gladiator's stralite ring of life gladiator's stralite ring of life0.1 Encumbrance T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +8 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Life +68.00 Life Regen +11.00 Healmod +13% Rings make your fingers look great! |
gold ring gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
pixie's gold ring of pilfering pixie's gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +2 Cun +3 Mag offense ------ Spellpower +8 (+1 eff.) Accuracy +7 (+2 eff.) Ignore Armor +10 defense ------ Defense +11 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's voratun ring of pilfering pixie's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Cun +5 Mag offense ------ Spellpower +9 (+2 eff.) Accuracy +14 (+3 eff.) Ignore Armor +11 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 3.5 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's gold ring of power solipsist's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Cun +5 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+1 eff.) Mindpower +15 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of the mind (+10%) warrior's copper ring of the mind (+10%)0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Damage +10% mind defense ------ Armor +4 Resistance +10% mind Rings make your fingers look great! |
voratun battleaxe 'Hanylathandur' (57-86 power, 4 apr) voratun battleaxe 'Hanylathandur' (57-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 48 [Random Unique] Arcane/Master Weapon Damage 57.0 - 85.5 Physical Uses 72% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 162 damage While equipped: offense ------ Mind Crit +2% Critical power +5.00% Ignore resists +17% physical +19% all Accuracy +65 (+16 eff.) Ignore Armor +33 defense ------ Resistance +3% acid +3% mind Healmod +10% Poison Resist +10% Confus Resist +21% Massive two-handed battleaxes. |
Camiharachak the Glaciernoon (28-36 power, 9 apr) Camiharachak the Glaciernoon (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Master Weapon Damage 28.0 - 36.4 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20 arcane resource burn While equipped: Stats +9 Str offense ------ Damage +6% cold +13% physical Accuracy +21 (+5 eff.) On-Hit (Melee): * 21% chance to slow global speed by 73% defense ------ Resistance +6% acid +6% nature +21% darkness Poison Resist +20% Out-of-Phase Defense +16 Out-of-Phase Resistance +16% Out-of-Phase Resilience +16% Sharp, short and deadly. |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 12% Wil, 12% Cun Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Morningoblivion (32-41 power, 15 apr) Morningoblivion (32-41 power, 15 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Rare] Arcane Weapon Damage 31.5 - 41.0 Physical Uses 30% Wil, 30% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +8.0% Attack Speed 100% On-hit +14 blight On Hit: * 21% chance to reduce strength, dexterity, and constitution by 42 While equipped: Stats +5 Dex +3 Con offense ------ Critical power +15.00% Physical Power +15 (+4 eff.) Accuracy +10 (+2 eff.) defense ------ Armor +6 Resistance +12% light Crit Resistance 10.00% Sharp, short and deadly. |
Star (10-13 power, 0 apr) Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 12% Wil, 12% Cun Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Emelygavena (60-97 power, 4 apr) Emelygavena (60-97 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Disrupt/Master/Psionic Weapon Damage 60.5 - 96.8 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-hit +8 mind On Hit: * 21% chance to reduce all saves and defense by 43 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +14 Str offense ------ Mind Crit +3% Critical power +5.00% Damage +9% mind +21% physical Ignore resists +10% mind Accuracy +24 (+6 eff.) defense ------ Resistance +24% acid +24% cold +23% lightning +23% fire +6% mind +14% all Spell save +10 (+2 eff.) Massive two-handed swords. |
blazebringer's voratun greatsword of disruption (62-99 power, 4 apr) blazebringer's voratun greatsword of disruption (62-99 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Nature/Disrupt Weapon Damage 62.0 - 99.2 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% Damage Against +28% Unnatural On-crit, radius 2 +72 fire On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Global Speed +11% Ignore resists +16% fire Massive two-handed swords. |
flaming voratun greatsword of rage (66-105 power, 4 apr) flaming voratun greatsword of rage (66-105 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego+] Arcane/Master Weapon Damage 65.5 - 104.8 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +10 fire While equipped: Stats +7 Str offense ------ Damage +9% physical Accuracy +28 (+7 eff.) Massive two-handed swords. |
plaguebringer's dwarven-steel greatsword (35-56 power, 2 apr) plaguebringer's dwarven-steel greatsword (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Arcane Weapon Damage 35.0 - 56.0 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +20 blight On Hit: 20% Epidemic level 3 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 42 While equipped: defense ------ Disease Resist +27% Massive two-handed swords. |
truestriking voratun greatsword of evisceration (64-103 power, 4 apr) truestriking voratun greatsword of evisceration (64-103 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 64.5 - 103.2 Physical Uses 72% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +14.0% Physical Power +17 (+4 eff.) Ignore resists +19% physical Accuracy +21 (+5 eff.) Ignore Armor +16 Massive two-handed swords. |
Punae's Blade (46-64 power, 4 apr) Punae's Blade (46-64 power, 4 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+7 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
The Black Spike (48-67 power, 20 apr) The Black Spike (48-67 power, 20 apr)3.0 Encumbrance T5 longsword 1H weapon Reqs Str 40 [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +5% all defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
acidic stralite longsword of phasing (32-45 power, 18 apr) acidic stralite longsword of phasing (32-45 power, 18 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 32.0 - 44.8 Physical Uses 60% Wil Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +4.5% Attack Speed 100% Ignore Shields +14% On Critical: * Splash the target with acid dealing 271 damage over 5 turns and reducing armor and accuracy by 34 Sharp, long, and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 50 [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 51 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Flaming Femur (52-73 power, 5 apr) Ureslak's Flaming Femur (52-73 power, 5 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Dex 30,Str 45 [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Fire burn Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers While equipped: offense ------ Global Speed +30% Damage +30% fire Ignore resists +30% fire defense ------ Resistance +45% fire A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
enhanced voratun mace of daylight (44-61 power, 6 apr) enhanced voratun mace of daylight (44-61 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Ego+] Arcane/Nature Weapon Damage 43.5 - 60.9 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +10 light Damage Against +19% Undead While equipped: Stats +8 Str +11 Dex +6 Mag +7 Wil +8 Cun +12 Con Blunt and deadly. |
voratun mace 'Glintraider' (47-66 power, 6 apr) voratun mace 'Glintraider' (47-66 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon Reqs Str 48 [Rare] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 60% Wil Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-hit +19 cold While equipped: offense ------ Damage +9% light Ignore Armor +6 defense ------ Resistance +6% temporal +11% physical Crit Resistance 15.00% Unlife -60.00 life Cut Resist +21% Disarm Resist +21% Blunt and deadly. |
Bloomtreason the pulsing mindstar (12-14 power, 32 apr, mind damage) Bloomtreason the pulsing mindstar (12-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Rare] Nature Weapon Damage 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% On-hit +4 nature While equipped: Stats +4 Wil offense ------ Mind Crit +8% Critical power +20.00% Mindpower +18 (+3 eff.) Damage +18% light Ignore resists +20% mind On-Hit (Melee): * 21% chance to slow global speed by 73% defense ------ Resistance +9% nature other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zasin (17-19 power, 40 apr, mind damage) Zasin (17-19 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Rare] Nature Weapon Damage 17.0 - 18.7 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-hit +21 blight While equipped: offense ------ Mind Crit +5% Spellpower +10 (+2 eff.) Mindpower +10 (+2 eff.) Ignore resists +25% temporal When Hit 4 temporal defense ------ Resistance +15% light +9% physical Healmod +30% Heal-on-summon +57 Confus Resist +21% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Aryntir the dragonbone vilestaff (30-36 power, 6 apr, physical element) Aryntir the dragonbone vilestaff (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +34 (+6 eff.) Damage +9% acid +15% temporal +30% physical Ignore resists +15% physical +15% temporal On-Hit (Melee): * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +15% darkness +15% temporal Out-of-Phase Defense +28 Out-of-Phase Resistance +36% Out-of-Phase Resilience +37% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Chamorontir (30-36 power, 6 apr, darkness element) Chamorontir (30-36 power, 6 apr, darkness element) 5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str +3 Dex offense ------ Physical Crit +7.0% Spell Crit +15% Physical Power +32 (+8 eff.) Spellpower +27 (+5 eff.) Damage +9% arcane +30% darkness Ignore resists +16% physical Ignore Shields +32% defense ------ Armor +12 Unlife -84.29 life other ------- Mana/turn +5.00 Vim-on-crit +4.00 Max vim +38.00 Talents +1 Command Staff On Spell Hit: 25% Lightning level 5 Staves designed for wielders of magic, by the greats of the art. |
Layinor (40-48 power, 6 apr, lightning element) Layinor (40-48 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +20 Mag +21 Wil +20 Cun offense ------ Spell Crit +5% Critical power +5.00% Spellpower +17 (+3 eff.) Spellpower/crit +9 Damage +40% lightning +6% blight Ignore resists +10% acid +20% lightning On-Hit (Melee): * 21% chance to reduce armor by 53% other ------- Psi when Hit +0.04 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 Encumbrance staff 1H weapon [Unique] Arcane A part of set. Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +8% Critical power +20.00% Damage +20% acid +20% cold defense ------ Mind save +8 (+2 eff.) Confus Resist +20% other ------- Max mana +50.00 The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (35-42 power, 0 apr, cold element) Telos's Staff (Top Half) (35-42 power, 0 apr, cold element)2.5 Encumbrance T5 staff 1H weapon [Unique] Arcane A part of set. Weapon Damage 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +1.5% Attack Speed 100% While equipped: Stats +5 Wil offense ------ Spell Crit +15% Spellpower +30 (+5 eff.) Damage +35% cold defense ------ Mind save +8 (+2 eff.) other ------- Talents +1 Command Staff The top part of Telos' broken staff. |
dragonbone vilestaff (30-36 power, 6 apr, blight element) dragonbone vilestaff (30-36 power, 6 apr, blight element)5.0 Encumbrance T5 staff 2H weapon [Normal] Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +30% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of power (30-36 power, 6 apr, temporal element) infernal dragonbone starstaff of power (30-36 power, 6 apr, temporal element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Critical power +30.00% Spellpower +33 (+6 eff.) On-Hit 26 fire Damage +30% temporal other ------- See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element) lifebinding dragonbone magestaff of illumination (30-36 power, 6 apr, lightning element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Nature Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +5% Spellpower +20 (+3 eff.) Damage +30% lightning defense ------ Defense +12 (+2 eff.) Life Regen +0.90 Healmod +22% other ------- Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 278.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of protection (30-36 power, 6 apr, physical element) magewarrior's short dragonbone starstaff of protection (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +8% Physical Power +12 (+3 eff.) Spellpower +23 (+4 eff.) Damage +30% physical Accuracy +12 (+3 eff.) defense ------ Resistance +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash magestaff of channeling (15-18 power, 3 apr, arcane element) shimmering ash magestaff of channeling (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +17 (+3 eff.) Damage +15% arcane other ------- Mana/turn +0.33 Max mana +34.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
quick stralite steamsaw of crippling (32-48 power, 0 apr) quick stralite steamsaw of crippling (32-48 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Master/Steamtech Weapon Damage 32.0 - 48.0 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +68 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +1 Dex offense ------ Physical Crit +8.0% Combat Speed +10% Accuracy +13 (+3 eff.) defense ------ Armor +5 Defense +8 (+2 eff.) Fatigue +10% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
shocking voratun steamsaw of earthen fury (40-60 power, 0 apr) shocking voratun steamsaw of earthen fury (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Nature/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +94 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 22 lightning When Hit 18 lightning defense ------ Armor +15 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's voratun steamsaw of crippling (42-63 power, 0 apr) swashbuckler's voratun steamsaw of crippling (42-63 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego++] Master/Steamtech Weapon Damage 42.0 - 63.0 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +102 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: Stats +10 Str +10 Dex offense ------ Physical Crit +11.0% Accuracy +10 (+2 eff.) defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
thought-forged voratun steamsaw of the stars (41-62 power, 0 apr) thought-forged voratun steamsaw of the stars (41-62 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic/Steamtech Weapon Damage 41.0 - 61.5 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 On-hit +15 mind On Hit: * 35% chance to reduce all saves and defense by 43 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +9 Mag +6 Wil +12 Cun offense ------ Damage +14% light +15% darkness defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +16% light +16% darkness other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of purity (40-60 power, 0 apr) voratun steamsaw of purity (40-60 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 [Ego] Nature/Steamtech Weapon Damage 40.0 - 60.0 Phys.bleed Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +98 Uses 1.0 Steam While equipped: defense ------ Armor +6 Defense +10 (+2 eff.) Fatigue +12% Resistance +18% nature +13% blight other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quick orichalcum trident of ruin (52-84 power, 16 apr) quick orichalcum trident of ruin (52-84 power, 16 apr)3.0 Encumbrance T5 trident 2H weapon Reqs Str 48 [Ego++] Master Weapon Damage 52.5 - 84.0 Physical Uses 72% Wil Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Dex offense ------ Physical Crit +14.0% Critical power +40.00% Combat Speed +10% Accuracy +24 (+6 eff.) Ignore Armor +20 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking voratun waraxe of shearing (40-55 power, 6 apr) truestriking voratun waraxe of shearing (40-55 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego++] Master Weapon Damage 39.5 - 55.3 Physical Uses 60% Wil Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +10% physical +12% all Accuracy +32 (+8 eff.) Ignore Armor +22 One-handed war axes. |
Dourfiend the hardened leather belt Dourfiend the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +8 Cun +6 Wil offense ------ Physical Crit +5.0% Critical power +25.00% Damage +6% physical Against +27% Summoned Accuracy +10 (+2 eff.) defense ------ Resistance +3% darkness Resist Against +15% Summoned A belt that goes around your waist. |
blurring rough leather belt of carrying blurring rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: defense ------ Defense +8 (+2 eff.) Fatigue -4% Stealth +6 other ------- Encumbrance +21 A belt that goes around your waist. |
grounding drakeskin leather belt of the giants grounding drakeskin leather belt of the giants1.0 Encumbrance T5 belt armor [Ego] Nature/Master While equipped: offense ------ Physical Power +5 (+1 eff.) defense ------ Resistance +10% lightning +15% temporal Spell save +11 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
hardened leather belt 'Xanymiwe' hardened leather belt 'Xanymiwe'1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Mind Crit +1% defense ------ Defense +15 (+3 eff.) Resistance +3% acid +15% darkness Stealth +10 Unlife -80.00 life Life +20.00 A belt that goes around your waist. |
nightruned rough leather belt nightruned rough leather belt1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +5% light +6% darkness A belt that goes around your waist. |
noble's rough leather belt of transcendence noble's rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +3 (+0 eff.) Against +17% Summoned defense ------ Resist Against +15% Summoned Physical save +6 (+3 eff.) A belt that goes around your waist. |
cashmere cloak 'Cloudripper' (2 def, 0 armour) cashmere cloak 'Cloudripper' (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex +2 Cun +3 Con offense ------ Damage +8% darkness Ignore resists +5% darkness defense ------ Defense +2 (+0 eff.) Resistance +0% lightning +1% physical +15% darkness +5% arcane Physical save +11 (+6 eff.) Stealth +17 Life +42.00 Poison Resist +20% Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of fog (9 def, 0 armour) murderer's elven-silk cloak of fog (9 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Cun +5 Dex offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Resistance +18% light +19% fire Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour) resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blastpain (0 def, 0 armour) Blastpain (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Rare] Nature While equipped: offense ------ Damage +55% acid Ignore resists +26% blight When Hit 8 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 42 * 21% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +36% acid +6% blight +15% lightning +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+4 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
dreamer's silk robe (0 def, 0 armour) dreamer's silk robe (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +18% darkness +17% mind +13% all Physical save +15 (+8 eff.) Spell save +14 (+3 eff.) Mind save +35 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of alchemy (0 def, 0 armour) elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +23% acid +25% physical +13% fire +19% cold defense ------ Resistance +16% acid +16% physical +19% fire +16% cold +15% all other ------- Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of light (+33%) (0 def, 0 armour) focusing elven-silk robe of light (+33%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +8 Wil offense ------ Damage +22% light defense ------ Resistance +33% light +15% all other ------- Mana/turn +0.19 Psi/turn +0.29 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering elven-silk robe of Angolwen (0 def, 0 armour) shimmering elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spellpower +12 (+2 eff.) Spellpower/crit +4 Damage +26% arcane defense ------ Resistance +15% all Silence Resist +35% other ------- Max mana +108.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of frost (+6%) (0 def, 0 armour) stormwoven elven-silk robe of frost (+6%) (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Nature While equipped: Stats +6 Str +6 Mag +6 Wil offense ------ Damage +26% lightning +17% physical +35% cold defense ------ Resistance +6% lightning +48% cold +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of alchemy (6 def, 8 armour) sunsealed elven-silk robe of alchemy (6 def, 8 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: Stats +7 Mag offense ------ Damage +22% acid +23% physical +30% light +22% fire +12% cold defense ------ Armor +8 Defense +6 (+1 eff.) Resistance +13% acid +16% physical +11% light +13% cold +16% fire +12% darkness +15% all Life +48.00 other ------- Light +2 Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant elven-silk robe of life (0 def, 0 armour) verdant elven-silk robe of life (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Nature While equipped: Stats +6 Con offense ------ Damage +20% nature defense ------ Resistance +16% blight +15% all Life +78.00 Life Regen +3.80 Healmod +22% Poison Resist +36% Disease Resist +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shoes of Slowly Moving Quickly (0 def, 0 armour) Shoes of Slowly Moving Quickly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown/Steamtech While equipped: Stats +8 Dex +8 Mag +8 Wil +8 Cun offense ------ Steampower +5 (+1 eff.) Spellpower +5 (+1 eff.) defense ------ Fatigue +6% Pinning Resist +600% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. You move 3 spaces at once. Tornado: Effective talent level: 4.5 Power cost 13 out of 20/20. Range 10 Cooldown: 15 Travel.spd 100% of base Is: a mind power and a nature gift Description: Summon a tornado that moves very slowly towards the target, following it if it changes position. Each time it moves every foes within radius 2 takes 31.25 lightning damage and is knocked back 2 spaces. When it reaches the target it explodes in a radius of 3, knocking back targets and dealing 166.64 lightning and 181.13 physical damage. The tornado will move a maximum of 20 times. Damage will increase with your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A wonder of footwear! You can set a shoe to stay in place while the other one goes very fast, spinning around to create tornados! |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)3.0 Encumbrance T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex offense ------ Damage +10% fire defense ------ Armor +15 Defense +8 (+2 eff.) Fatigue +8% Pinning Resist +50% Generate 3 steam each time you walk. Boots. But with steam power! |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
eldritch pair of voratun boots of rushing (0 def, 5 armour) eldritch pair of voratun boots of rushing (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +6 Mag +4 Wil +3 Con offense ------ Spell Crit +4% defense ------ Armor +5 Fatigue +4% other ------- Mana/turn +0.29 Max mana +44.00 Rush: Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 25/25. Range 8 Cooldown: 23 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots of void walking (0 def, 5 armour) pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +16% darkness +13% temporal defense ------ Armor +5 Resistance +20% darkness +12% temporal Out-of-Phase Defense +25 Out-of-Phase Resistance +14% Out-of-Phase Resilience +30% A pair of boots made of leather. |
pair of voratun boots 'Smoldersin' (0 def, 5 armour) pair of voratun boots 'Smoldersin' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +5 Str +7 Mag offense ------ Physical Crit +4.0% Ignore resists +26% fire defense ------ Armor +5 Fatigue +4% Resistance +12% fire +15% cold Crit Resistance 15.52% Unlife -80.00 life other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystalline Rough leather gloves (0 def, 1 armour) Crystalline Rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Unique] Arcane A part of set. While equipped: Stats +3 Wil +3 Con offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+2 eff.) Damage +10% arcane defense ------ Armor +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Recover the Crystal Focus (destroys this weapon). Uses 1 power out of 1/1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. Transformed with the power of the Spellblaze. |
Pitchvagrant (0 def, 2 armour) Pitchvagrant (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +24% darkness Ignore resists +10% darkness Accuracy +14 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 35% defense ------ Armor +2 Fatigue +3% Resistance +9% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)1.5 Encumbrance T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex offense ------ Physical Crit +10.0% Steam Crit +10% Critical power +30.00% Damage +8% all defense ------ Armor +12 Disarm Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Gauntlets. But with steam power! |
drakeskin leather gloves 'Bregihir' (31 def, 19 armour) drakeskin leather gloves 'Bregihir' (31 def, 19 armour)1.0 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +3 Str +3 Con offense ------ Physical Crit +6.0% Accuracy +6 (+1 eff.) When Hit 6 arcane defense ------ Armor +19 Defense +31 (+6 eff.) Physical save +10 (+5 eff.) Mind save +10 (+3 eff.) Disarm Resist +50% other ------- Stamina/turn +3.10 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of spellstriking (0 def, 7 armour) heroic drakeskin leather gloves of spellstriking (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +4 Mag +7 Wil offense ------ Spellpower +11 (+2 eff.) On-Hit 8 arcane Damage +8% arcane defense ------ Armor +7 Resistance +5% arcane Mind save +6 (+2 eff.) Life +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Radhasus' (0 def, 1 armour) rough leather gloves 'Radhasus' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +4 Cun offense ------ Mindpower +10 (+2 eff.) On-Hit 6 darkness Damage +4% darkness defense ------ Armor +1 Resistance +5% darkness other ------- Psi when Hit +0.04 Max psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Salinor' (0 def, 1 armour) rough leather gloves 'Salinor' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 5 darkness Damage +4% darkness Ignore resists +5% blight defense ------ Armor +1 Resistance +3% temporal +3% fire +6% darkness +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour) spellstreaming voratun gauntlets of the starseeker (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spell Crit +7% Spellpower +14 (+2 eff.) defense ------ Armor +3 Fatigue +5% Resistance +8% light +6% darkness other ------- Mana/turn +0.35 Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 turn cooldown Effective talent level: 2.5 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 350.15 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
temporal voratun gauntlets of strength (+3) (0 def, 3 armour) temporal voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +16 (+4 eff.) On-Hit 15 temporal On-Ranged-Hit 13 temporal Damage +8% temporal defense ------ Armor +3 Fatigue +5% Resistance +8% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Borolazor the elven-silk wizard hat (3 def, 0 armour) Borolazor the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +0 Cun +7 Mag offense ------ Spell Crit +3% Mind Crit +6% Spellpower +40 (+7 eff.) Mindpower +6 (+1 eff.) Spellpower/crit +4 defense ------ Defense +3 (+1 eff.) Shield Power +15% Spell save +9 (+2 eff.) Life Regen +6.00 other ------- Mana/turn +3.00 Psi/turn +0.40 Mana when Hit +2.70 Max mana +110.00 Manaflow: Puts all charms on 34 turn cooldown Effective talent level: 2.5 Power cost 34 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 23 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Brass Goggles (10 def, 0 armour) Brass Goggles (10 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +20 Cun offense ------ Steam Crit +5% Steampower +5 (+1 eff.) Accuracy +20 (+5 eff.) Ignore Armor +15 defense ------ Defense +10 (+2 eff.) Resistance +20% fire Blind Resist +100% other ------- Infravision +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 104.21 to 312.62 lightning damage (208.42 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Fulezor (0 def, 1 armour) Fulezor (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +3% physical Ignore Armor +2 defense ------ Armor +1 Fatigue +1% Resistance +6% blight +6% cold +6% nature +12% lightning A cap made of leather. |
Mayylrakira (30 def, 13 armour) Mayylrakira (30 def, 13 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +5 (+1 eff.) Ignore resists +15% blight defense ------ Armor +13 Defense +30 (+5 eff.) Fatigue +3% Resistance +6% cold Mind save +18 (+5 eff.) Disarm Resist +20% Confus Resist +20% A cap made of leather. |
Nerylle (2 def, 0 armour) Nerylle (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +8 Cun +5 Wil offense ------ Spell Crit +1% Mindpower +3 (+0 eff.) Damage +12% fire Ignore resists +15% arcane When Hit 6 blight defense ------ Defense +2 (+0 eff.) Resistance +18% fire Mind save +7 (+2 eff.) other ------- Mana/turn +0.08 A pointy cloth hat, very wizardly... |
Samevon the Magmabreacher (0 def, 1 armour) Samevon the Magmabreacher (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Con offense ------ Damage +6% fire +6% cold On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +1 Fatigue +1% Resistance +15% fire A cap made of leather. |
Splendourbane (0 def, 3 armour) Splendourbane (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Mag +2 Wil +6 Con offense ------ When Hit 4 fire defense ------ Armor +3 Fatigue +3% Resistance +9% light other ------- Stamina when Hit +1.60 EQ when Hit +1.50 A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)3.0 Encumbrance T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con defense ------ Armor +12 Defense +3 (+1 eff.) Fatigue +10% Resistance +10% all Blind Resist +50% A Helmet. But with steam power! |
Steamcatcher (12 def, 0 armour) Steamcatcher (12 def, 0 armour)2.0 Encumbrance T4 head armor [Unique] Steamtech While equipped: Stats +10 Cun offense ------ Steam Crit +5% Steampower +15 (+4 eff.) Damage +10% physical defense ------ Defense +12 (+2 eff.) Resistance +15% fire other ------- Steam/turn +1.00 On taking fire damage: Gain 5% of the damage as steam. There's an old saying that most of your body heat escapes through your head. It's not true of body heat, but strangely, is actually true of steam. |
The Black Crown (0 def, 15 armour) The Black Crown (0 def, 15 armour)3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Uladunaruirek the hardened leather hat (0 def, 11 armour) Uladunaruirek the hardened leather hat (0 def, 11 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Con offense ------ Physical Power +20 (+5 eff.) defense ------ Armor +11 Fatigue +3% Resistance +11% fire +9% light +10% cold Life +20.00 Silence Resist +20% other ------- Max stamina +30.00 A hat made of leather. Very stylish. |
bladed voratun helm of blood magic (0 def, 5 armour) bladed voratun helm of blood magic (0 def, 5 armour)3.0 Encumbrance T5 head armor [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Mag +6 Wil offense ------ Spell Crit +3% Damage +14% blight +20% arcane defense ------ Armor +5 Fatigue +5% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 4.5 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 128.3 Physical damage. If the attack hits, the target is confused (33% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
elven-silk wizard hat of decomposition (3 def, 0 armour) elven-silk wizard hat of decomposition (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: defense ------ Defense +3 (+1 eff.) Resistance +6% lightning +3% temporal +6% light +6% fire +5% nature +6% acid +6% blight +6% cold +6% darkness A pointy cloth hat, very wizardly... |
linen wizard hat 'Dairiyarig' (1 def, 0 armour) linen wizard hat 'Dairiyarig' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mind Crit +4% Damage +11% cold defense ------ Defense +1 (+0 eff.) Resistance +6% temporal +16% cold Mind save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of lightning (+16%) (1 def, 0 armour) linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning A pointy cloth hat, very wizardly... |
miner's drakeskin leather cap of the depths (0 def, 9 armour) miner's drakeskin leather cap of the depths (0 def, 9 armour)2.0 Encumbrance T5 head armor [Ego] Nature/Master While equipped: defense ------ Armor +9 Fatigue +5% Resistance +25% cold other ------- Infravision +3 Breathe water A cap made of leather. |
Bethywyn the stralite mail armour (4 def, 8 armour) Bethywyn the stralite mail armour (4 def, 8 armour)14.0 Encumbrance T4 heavy armor Reqs - Heavy armour training Str 38 [Rare] Master While equipped: Stats +1 Cun +2 Con offense ------ Physical Crit +8.0% Critical power +15.00% defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +12% Resistance +33% acid +12% fire Blind Resist +21% Silence Resist +21% other ------- Light +3 A suit of armour made of mail. |
enlightening voratun mail armour of the deep (5 def, 14 armour) enlightening voratun mail armour of the deep (5 def, 14 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Nature/Psionic While equipped: Stats +6 Cun +6 Wil defense ------ Armor +14 Defense +5 (+1 eff.) Fatigue +12% Resistance +10% acid +11% cold Mind save +19 (+5 eff.) other ------- Breathe water A suit of armour made of mail. |
hardened voratun mail armour of thunder (5 def, 18 armour) hardened voratun mail armour of thunder (5 def, 18 armour)14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training Str 48 [Ego++] Arcane/Master While equipped: Stats +8 Str +7 Mag +7 Wil offense ------ Physical Crit +9.0% Spell Crit +8% Mind Crit +7% Physical Power +11 (+3 eff.) Spellpower +17 (+3 eff.) Mindpower +14 (+3 eff.) defense ------ Armor +18 Defense +5 (+1 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% cold +28% lightning +7% fire A suit of armour made of mail. |
Brenagarach the Scorchpulverizer (12 def, 13 armour) Brenagarach the Scorchpulverizer (12 def, 13 armour)9.0 Encumbrance T4 light armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Crit +3.0% Physical Power +31 (+8 eff.) Ignore Armor +3 When Hit 10 fire defense ------ Armor +13 Defense +12 (+2 eff.) Fatigue +8% Resistance +27% cold Physical save +9 (+5 eff.) Unlife -60.00 life other ------- Stamina/turn +3.10 A suit of armour made of leather. |
enlightening reinforced leather armour of acid resistance (12 def, 7 armour) enlightening reinforced leather armour of acid resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +7 Wil defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Resistance +22% acid Mind save +22 (+6 eff.) A suit of armour made of leather. |
radiant drakeskin leather armour of fire resistance (20 def, 8 armour) radiant drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Nature/Master While equipped: Stats +6 Wil defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +27% blight +18% fire +14% darkness other ------- Light +2 A suit of armour made of leather. |
rejuvenating reinforced leather armour of Toknor (12 def, 7 armour) rejuvenating reinforced leather armour of Toknor (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego+] Nature/Master While equipped: offense ------ Physical Crit +5.0% Critical power +14.00% Physical Power +8 (+2 eff.) defense ------ Armor +7 Defense +12 (+2 eff.) Fatigue +8% Life Regen +4.20 other ------- Stamina/turn +1.50 A suit of armour made of leather. |
searing drakeskin leather armour of command (29 def, 15 armour) searing drakeskin leather armour of command (29 def, 15 armour)9.0 Encumbrance T5 light armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun offense ------ On-Hit 16 acid 15 fire When Hit 14 acid 11 fire defense ------ Armor +15 Defense +29 (+5 eff.) Fatigue +8% Resistance +13% acid +20% fire Mind save +21 (+5 eff.) A suit of armour made of leather. |
searing drakeskin leather armour of the void (20 def, 8 armour) searing drakeskin leather armour of the void (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Arcane While equipped: offense ------ On-Hit 17 acid 18 fire 8 darkness On-Ranged-Hit 8 darkness When Hit 11 acid 12 fire defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +20% acid +24% fire +21% darkness +30% temporal Out-of-Phase Defense +22 Out-of-Phase Resistance +26% Out-of-Phase Resilience +18% Blink to a nearby random location (rad 10) Puts all charms on 22 turn cooldown A suit of armour made of leather. |
Sleetrupture (0 def, 16 armour) Sleetrupture (0 def, 16 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Rare] Nature While equipped: Stats +6 Wil offense ------ Damage +9% mind +9% blight Ignore resists +26% fire +20% cold When Hit 10 cold defense ------ Armor +16 Fatigue +22% Resistance +42% blight +26% darkness +16% mind other ------- Light +2 A suit of armour made of metal plates. |
crackling voratun shield of cold resistance (+12%) (0 def, 10 armour, 194.5 block) crackling voratun shield of cold resistance (+12%) (0 def, 10 armour, 194.5 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Dex offense ------ When Hit 11 lightning defense ------ Armor +10 Fatigue +8% Resistance +12% lightning +22% cold other ------- Talents +1 Block Handheld deflection devices. |
icy voratun shield of crushing (0 def, 10 armour, 202 block) icy voratun shield of crushing (0 def, 10 armour, 202 block)7.0 Encumbrance T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Physical Crit +12.0% Physical Power +13 (+3 eff.) On-Hit 24 cold When Hit 17 ice defense ------ Armor +10 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
elemental quiver of elven-wood arrows of annihilation (20/20, 48-68 power, 29 apr) elemental quiver of elven-wood arrows of annihilation (20/20, 48-68 power, 29 apr)3.0 Encumbrance T4 arrow ammo Reqs Dex 35 [Ego++] Arcane/Master Weapon Damage 48.5 - 67.9 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +13.5% Capacity 20 Projectile Speed +200% On Hit: * Create an explosion dealing 219 acid damage (1/turn) Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of dragonbone arrows of wind (20/20, 56-78 power, 18 apr) psychokinetic quiver of dragonbone arrows of wind (20/20, 56-78 power, 18 apr)3.0 Encumbrance T5 arrow ammo Reqs Dex 48 [Ego+] Nature/Psionic Weapon Damage 56.0 - 78.4 Physical Uses 30% Wil, 42% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 20 Projectile Speed +200% On-ranged-hit +23 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 167 physical damage * 20% chance to knock the target back 3 spaces and deal 301 physical damage Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
723 alchemist agate 723 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne Azurite0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 aquamarine 11 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 lapis lazuli 11 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+1 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
11 emerald 11 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade 5 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stimulus Stimulus2.0 Encumbrance T4 injector tool [Unique] Steamtech While equipped: Stats +5 Cun defense ------ Defense +12 (+2 eff.) Physical save +15 (+8 eff.) Spell save +15 (+3 eff.) Mind save +15 (+4 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Anarach Anarach2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Defense +5 (+1 eff.) Resistance +15% cold Mind save +6 (+2 eff.) Unlife -40.00 life Life Regen +4.00 Disease Resist +20% Disarm Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +7 See Invisibility +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Mynarisin Mynarisin2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% physical When Hit 2 physical On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% mind Physical save +6 (+3 eff.) Unlife -80.00 life Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wildserpent the brass lantern Wildserpent the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +10% light When Hit 4 light defense ------ Resistance +3% nature +9% acid Life +46.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of focus survivor's brass lantern of focus2.0 Encumbrance T1 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +5% mind defense ------ Physical save +6 (+3 eff.) Healmod +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Heart Crystal Heart0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff Crystal0.0 Encumbrance T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resistance +30% mind Confus Resist +30% Fear Resist +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Runed Skull Runed Skull3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+1 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
53 alchemist bloodstone 53 alchemist bloodstone0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
8 bloodstone 8 bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal 3 fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
stralite toxic cannister launcher stralite toxic cannister launcher0.0 Encumbrance T4 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +4 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
voratun fatal attractor voratun fatal attractor0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Fatal Attractor Tinkers can be attached to normal items to improve them with steam power! |
voratun grapple voratun grapple0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Spring Grapple Tinkers can be attached to normal items to improve them with steam power! |
voratun saw projector voratun saw projector0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Project Saw Tinkers can be attached to normal items to improve them with steam power! |
voratun shocking touch voratun shocking touch0.0 Encumbrance T5 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +5 Shocking Touch Tinkers can be attached to normal items to improve them with steam power! |
It Which Writhes It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
extending iron torque of mindblast [power 110] (13 cooldown) extending iron torque of mindblast [power 110] (13 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 diamond 4 diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 moonstone 4 moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+2 eff.) Mind save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 pearl 7 pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By wanderoxygen the Ogre Wanderer level 33
14th Dusk 123rd year of Ascendancy at 15:12 see stats
By wanderoxygen the Ogre Wanderer level 32
9th Dusk 123rd year of Ascendancy at 08:02 see stats
By wanderoxygen the Ogre Wanderer level 33
12nd Dusk 123rd year of Ascendancy at 01:56 see stats
By wanderoxygen the Ogre Wanderer level 36
69th Dusk 123rd year of Ascendancy at 04:37 see stats
By wanderoxygen the Ogre Wanderer level 44
13rd Regrowth 124th year of Ascendancy at 20:40 see stats
By wanderoxygen the Ogre Wanderer level 36
64th Dusk 123rd year of Ascendancy at 03:06 see stats
By wanderoxygen the Ogre Wanderer level 23
2nd Pyre 123rd year of Ascendancy at 18:33 see stats
By wanderoxygen the Ogre Wanderer level 48
73rd Regrowth 124th year of Ascendancy at 14:48 see stats
By wanderoxygen the Ogre Wanderer level 17
20th Haze 122nd year of Ascendancy at 04:57 see stats
By wanderoxygen the Ogre Wanderer level 35
51st Dusk 123rd year of Ascendancy at 15:56 see stats
By wanderoxygen the Ogre Wanderer level 33
45th Dusk 123rd year of Ascendancy at 09:08 see stats
By wanderoxygen the Ogre Wanderer level 20
59th Haze 122nd year of Ascendancy at 15:40 see stats
By wanderoxygen the Ogre Wanderer level 34
48th Dusk 123rd year of Ascendancy at 13:17 see stats
By wanderoxygen the Ogre Wanderer level 33
43rd Dusk 123rd year of Ascendancy at 11:57 see stats
By wanderoxygen the Ogre Wanderer level 45
35th Regrowth 124th year of Ascendancy at 15:24 see stats
By wanderoxygen the Ogre Wanderer level 38
70th Dusk 123rd year of Ascendancy at 00:41 see stats
By wanderoxygen the Ogre Wanderer level 10
25th Dusk 122nd year of Ascendancy at 07:49 see stats
By wanderoxygen the Ogre Wanderer level 20
44th Haze 122nd year of Ascendancy at 18:24 see stats
By wanderoxygen the Ogre Wanderer level 30
60th Pyre 123rd year of Ascendancy at 05:24 see stats
By wanderoxygen the Ogre Wanderer level 40
38th Haze 123rd year of Ascendancy at 09:30 see stats
By wanderoxygen the Ogre Wanderer level 50
28th Pyre 124th year of Ascendancy at 19:41 see stats
By wanderoxygen the Ogre Wanderer level 48
80th Regrowth 124th year of Ascendancy at 07:49 see stats
By wanderoxygen the Ogre Wanderer level 23
5th Allure 123rd year of Ascendancy at 16:44 see stats
By wanderoxygen the Ogre Wanderer level 46
42nd Regrowth 124th year of Ascendancy at 01:03 see stats
By wanderoxygen the Ogre Wanderer level 47
68th Regrowth 124th year of Ascendancy at 03:01 see stats
By wanderoxygen the Ogre Wanderer level 23
1st Pyre 123rd year of Ascendancy at 21:01 see stats
By wanderoxygen the Ogre Wanderer level 35
51st Dusk 123rd year of Ascendancy at 20:56 see stats
By wanderoxygen the Ogre Wanderer level 8
8th Flare 122nd year of Ascendancy at 04:07 see stats
By wanderoxygen the Ogre Wanderer level 8
15th Dusk 122nd year of Ascendancy at 14:48 see stats
By wanderoxygen the Ogre Wanderer level 39
23rd Haze 123rd year of Ascendancy at 19:12 see stats
By wanderoxygen the Ogre Wanderer level 25
12nd Pyre 123rd year of Ascendancy at 13:12 see stats
By wanderoxygen the Ogre Wanderer level 16
79th Dusk 122nd year of Ascendancy at 21:08 see stats
By wanderoxygen the Ogre Wanderer level 31
7th Dusk 123rd year of Ascendancy at 14:49 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Ran for 1 turns (stop reason: didn't move).
Wanderoxygen strikes the dreamforge!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Ran for 1 turns (stop reason: didn't move).
Wanderoxygen strikes the dreamforge!
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You are unable to move!
You carry too much--you are encumbered!
Drop some of your items.
Ran for 1 turns (stop reason: didn't move).
Wanderoxygen strikes the dreamforge!
You collect a new ingredient: lump of voratun (1).
You gain 25.00 gold from the melting of The Black Plate (25 def, 35 armour).
You are no longer encumbered.
You gain 25.00 gold from the melting of Lustrepierce the dragonbone bonestaff (30-36 power, 6 apr, darkness element).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).